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I'm a demon hunter actually, but I generally use the DPS spec out in the world unless it's an elite world quest, in which case I generally use tank because I can often solo them or at least help out a group of people easier. I use DPS in dungeons unless I really need a faster queue, since I can do both but I just prefer DPS.

As for the artifact weapon I've just kept the tank one not too far behind, the artifact power cost goes up pretty massively in later levels so it doesn't feel like I'm taking too much away by splitting the power gains. For example, going from artifact level 13 to level 14 costs more artifact power than going from level 1 to 13.

Just took it slow, made sure to have the three suramar buffs on me, avoided the places the video said to avoid until you have more withered upgrades, made sure to pull smaller packs when possible, and on Dro used every cooldown I had to kill him as quick as possible before he could do too much damage to my withered. He's stunnable too, so I stopped his first dashing ability. He got his second one off, but I killed him during that.

I've been an engineer since vanilla and I feel the same way about many of your points. Your point about how the gunpack could have been a toy or something permanent really rings true to me. A few hours ago I crafted gunshoes, which are amazingly fun and look cool to use, only to find out they're consumable which basically makes them worthless to me.

Engineering felt cool to me because it took a fair investment for some of the more impressive gadgets, but once you made them you had them from then on. Legion switched it around so nearly everything is consumable and still pretty expensive on the ore requirements, so it just feels like I'm wasting mats every time I use a gadget for fun. It's a shame too, because some of the new things really do seem fun, but I feel like I'm mainly keeping the profession just to use old engineering toys instead of the new ones.

When you right click the glyph in your bag, it opens the spellbook up and highlights the target spell automatically if you didn't already have it open. The main benefit of this over the glyph window is you can have as many glyphs as you want.

During the train ride to the Spark of Imagination you can see outside for about half the trip, still clearly above the ground in Storm Peaks, and that's directly connected to the side of the Antechamber.

One older video series I did find helpful was Pahimar's Let's Mod Reboot, although all the block/item rendering has changed in 1.8.9, I found it pretty useful just to get my head around the project setup and working with forge. Plus it uses IntelliJ IDEA, which I prefer over Ecplise to work in, so that was a nice extra bonus too. Using IntelliJ for Java is ultimately quite similar to C# in VStudio with ReSharper.

A lot of time spent during those weeks was also digging into things that I guess aren't as common, since I was trying to do something which minecraft didn't want to co-operate with me on (long range block selection), and also figuring out the updated 1.8.9 way of just drawing quads through opengl, since most things I could find were for older versions.

If you're making something more 'standard' as far as minecraft goes, it'll go quicker for sure. I had my first test mod going with some extra blocks and items on the first day, and that new mod wiki should definitely help with that too for 1.8.9.

I'm currently a programmer for mobile games made in Unity (C#), I've been programming for a solid 3/4 of my life mostly with C# and C++, professionally for about 4 years now, so I was already mostly good on that front, especially given Java is pretty similar to C#.

Most of the problems I've had making the mod isn't programming knowledge, rather figuring out how to actually use minecraft/forge, since the documentation is... Well, sparse compared to what I'm used to working with, to say the least. The forge documentation is great for getting set up and ready to start, but then it just kind of ends and I was left wondering what to do next. There's a lot of tutorials for older versions, and given the large changes between versions, this makes searching for info pretty time consuming sometimes. Plus I don't have a huge amount of free time available to me so when I am working on it, I'm admittedly not thinking too much about the architecture of it. It could definitely be cleaner code, but hey, it could also feel like I'm working at home instead of doing something fun!

So really, the main bulk of the mod only took me about a day to make (started in the morning, had a panicked realisation it was nearly midnight later on), but I spent more time the previous few weeks looking over other mods and what documentation is available to actually figure out how to do what I wanted. Made a few quick test blocks and custom items before deciding to go ahead and try my hand at what I've got now, whereupon I realised it would be more complicated that I thought because the player's reach is hardcoded, and I'm not too keen on making a coremod quite yet. If I was to start another mod now it would probably go quicker, until I run into something else I haven't really played around with yet.

McJty's mod tutorials really helped me get my head around the basic concepts more, but funnily enough I started getting into minecraft modding just a few weeks before those tutorials existed.

So, I might not actually be the best person to ask, really! Still, my tip would be to start programming when you're like 8 years old! Might be a bit late for me to give that advice though... So in lieu of that, I'd say if you have done programming before, start on the forge docs then move to the mod tutorial wiki I linked and at least get familiar with the basics before attempting weirder things. If you haven't done programming before, well, I'd say go start that in general. :P

I figured it doesn't do anything you can't do yourself by hand, it simply makes it much faster and easier to do, so I wanted to aim at the 'not right at the start, but also not like 5000 hours in' crafting spot :)